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author | toger5 <toger5@hotmail.de> | 2019-01-29 13:05:20 +0100 |
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committer | toger5 <toger5@hotmail.de> | 2019-01-29 13:05:20 +0100 |
commit | ef99f034b427d5b7fdb2ae4fc25579aa3c793e08 (patch) | |
tree | 98a1549e2d141da7ded621ad537e77576bf7af91 /doc/classes/RigidBody2D.xml | |
parent | 70689ebffd95ab34e45bcbfdce3f6389033bfd44 (diff) |
[DOCS] rephrase impulse
- improove coordinate system explanation
- define usecase
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 68e78ba5d4..9b74dbedb4 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -69,7 +69,7 @@ <argument index="1" name="impulse" type="Vector2"> </argument> <description> - Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates. + Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin. </description> </method> <method name="apply_torque_impulse"> |